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Glasswork Golem in Dungeons & Dragons 5e

WBtW, page 193

Glasswork Golem CR: 2

Medium construct, unaligned
Armor Class: 13 (natural armour)
Hit Points: 36 8d8
Speed:

STR

13 +1

DEX

10 +0

CON

10 +0

INT

1 -5

WIS

10 +0

CHA

1 -5

Saving Throws: Dex +2, Con +2, Wis +2
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Actions

Multiattack

The golem makes two Glass Sword attacks.

Glass Sword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage

Bonus Actions

Dazzling Light (Recharge 5–6)

Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

False Appearance

If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.

Immutable Form

The golem is immune to any spell or effect that would alter its form.

Regeneration

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature

The golem doesn't require air, food, drink, or sleep.

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